Update mesh AABB when software skinning is used
Not updating the mesh properly can cause rendering issues in some cases, like shadows not updating properly.
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@ -390,6 +390,9 @@ void MeshInstance::_update_skinning() {
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RID skeleton = skin_ref->get_skeleton();
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RID skeleton = skin_ref->get_skeleton();
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ERR_FAIL_COND(!skeleton.is_valid());
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ERR_FAIL_COND(!skeleton.is_valid());
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AABB aabb;
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bool first_vertex = true;
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VisualServer *visual_server = VisualServer::get_singleton();
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VisualServer *visual_server = VisualServer::get_singleton();
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// Prepare bone transforms.
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// Prepare bone transforms.
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@ -499,11 +502,20 @@ void MeshInstance::_update_skinning() {
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tangent = transform.basis.xform(tangent_read);
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tangent = transform.basis.xform(tangent_read);
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}
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}
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}
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}
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if (first_vertex) {
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aabb.position = vertex;
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first_vertex = false;
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} else {
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aabb.expand_to(vertex);
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}
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}
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}
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visual_server->mesh_surface_update_region(mesh_rid, surface_index, 0, buffer);
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visual_server->mesh_surface_update_region(mesh_rid, surface_index, 0, buffer);
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}
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}
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visual_server->mesh_set_custom_aabb(mesh_rid, aabb);
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software_skinning_flags |= SoftwareSkinning::FLAG_BONES_READY;
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software_skinning_flags |= SoftwareSkinning::FLAG_BONES_READY;
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}
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}
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